main_transparent_pass_2d render node command encoding parallelization (#17735)
# Objective - Add command encoding parallelization to transparent 2d pass render node. - Improves https://github.com/bevyengine/bevy/issues/17733 ## Solution Using functionality added in https://github.com/bevyengine/bevy/pull/9172 ## Testing - Tested in personal project where multiple cameras are rendered with objects rendered in transparent 2d pass.
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@ -4,8 +4,8 @@ use bevy_render::{
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camera::ExtractedCamera,
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diagnostic::RecordDiagnostics,
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render_graph::{NodeRunError, RenderGraphContext, ViewNode},
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render_phase::ViewSortedRenderPhases,
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render_resource::{RenderPassDescriptor, StoreOp},
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render_phase::{TrackedRenderPass, ViewSortedRenderPhases},
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render_resource::{CommandEncoderDescriptor, RenderPassDescriptor, StoreOp},
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renderer::RenderContext,
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view::{ExtractedView, ViewDepthTexture, ViewTarget},
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};
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@ -42,63 +42,75 @@ impl ViewNode for MainTransparentPass2dNode {
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return Ok(());
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};
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// This needs to run at least once to clear the background color, even if there are no items to render
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{
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#[cfg(feature = "trace")]
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let _main_pass_2d = info_span!("main_transparent_pass_2d").entered();
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let diagnostics = render_context.diagnostic_recorder();
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let diagnostics = render_context.diagnostic_recorder();
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render_context.add_command_buffer_generation_task(move |render_device| {
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// Command encoder setup
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let mut command_encoder =
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render_device.create_command_encoder(&CommandEncoderDescriptor {
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label: Some("main_transparent_pass_2d_command_encoder"),
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});
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let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("main_transparent_pass_2d"),
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color_attachments: &[Some(target.get_color_attachment())],
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// NOTE: For the transparent pass we load the depth buffer. There should be no
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// need to write to it, but store is set to `true` as a workaround for issue #3776,
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// https://github.com/bevyengine/bevy/issues/3776
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// so that wgpu does not clear the depth buffer.
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// As the opaque and alpha mask passes run first, opaque meshes can occlude
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// transparent ones.
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depth_stencil_attachment: Some(depth.get_attachment(StoreOp::Store)),
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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let pass_span = diagnostics.pass_span(&mut render_pass, "main_transparent_pass_2d");
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if let Some(viewport) = camera.viewport.as_ref() {
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render_pass.set_camera_viewport(viewport);
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}
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if !transparent_phase.items.is_empty() {
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// This needs to run at least once to clear the background color, even if there are no items to render
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{
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#[cfg(feature = "trace")]
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let _transparent_main_pass_2d_span =
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info_span!("transparent_main_pass_2d").entered();
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if let Err(err) = transparent_phase.render(&mut render_pass, world, view_entity) {
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error!("Error encountered while rendering the transparent 2D phase {err:?}");
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let _main_pass_2d = info_span!("main_transparent_pass_2d").entered();
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let render_pass = command_encoder.begin_render_pass(&RenderPassDescriptor {
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label: Some("main_transparent_pass_2d"),
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color_attachments: &[Some(target.get_color_attachment())],
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// NOTE: For the transparent pass we load the depth buffer. There should be no
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// need to write to it, but store is set to `true` as a workaround for issue #3776,
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// https://github.com/bevyengine/bevy/issues/3776
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// so that wgpu does not clear the depth buffer.
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// As the opaque and alpha mask passes run first, opaque meshes can occlude
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// transparent ones.
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depth_stencil_attachment: Some(depth.get_attachment(StoreOp::Store)),
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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let mut render_pass = TrackedRenderPass::new(&render_device, render_pass);
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let pass_span = diagnostics.pass_span(&mut render_pass, "main_transparent_pass_2d");
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if let Some(viewport) = camera.viewport.as_ref() {
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render_pass.set_camera_viewport(viewport);
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}
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if !transparent_phase.items.is_empty() {
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#[cfg(feature = "trace")]
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let _transparent_main_pass_2d_span =
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info_span!("transparent_main_pass_2d").entered();
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if let Err(err) = transparent_phase.render(&mut render_pass, world, view_entity)
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{
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error!(
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"Error encountered while rendering the transparent 2D phase {err:?}"
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);
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}
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}
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pass_span.end(&mut render_pass);
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}
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pass_span.end(&mut render_pass);
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}
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// WebGL2 quirk: if ending with a render pass with a custom viewport, the viewport isn't
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// reset for the next render pass so add an empty render pass without a custom viewport
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#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
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if camera.viewport.is_some() {
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#[cfg(feature = "trace")]
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let _reset_viewport_pass_2d = info_span!("reset_viewport_pass_2d").entered();
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let pass_descriptor = RenderPassDescriptor {
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label: Some("reset_viewport_pass_2d"),
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color_attachments: &[Some(target.get_color_attachment())],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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};
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// WebGL2 quirk: if ending with a render pass with a custom viewport, the viewport isn't
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// reset for the next render pass so add an empty render pass without a custom viewport
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#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
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if camera.viewport.is_some() {
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#[cfg(feature = "trace")]
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let _reset_viewport_pass_2d = info_span!("reset_viewport_pass_2d").entered();
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let pass_descriptor = RenderPassDescriptor {
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label: Some("reset_viewport_pass_2d"),
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color_attachments: &[Some(target.get_color_attachment())],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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};
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command_encoder.begin_render_pass(&pass_descriptor);
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}
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render_context
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.command_encoder()
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.begin_render_pass(&pass_descriptor);
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}
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command_encoder.finish()
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});
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Ok(())
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}
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